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  1. Sars99
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    A message for the Minutemen Army!

    I've been working the past few months on the version 3.0.0 update and with it some added documentation held within the Articles pages of the mod. I will be slowly fleshing them out to cover the other editions to hopefully aim off some questions that may arise with the introduction of the new 'all in one' download and the FOMOD installer.

    As always your feedback or ideas are appreciated. Please be understanding if I choose to decline a suggestion or don't get back to you straight away. I do try to reply to every comment!

    For now enjoy the update and happy hunting.

    Sars99
  2. Sars99
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    *** Version 3.2.0 Changelog ***
    Update released 20 Sep 21


    General: Introduced new Gunner call ins to offer better variety and options.
    General: Added custom retextures of office folders for training and upgrade manuals.
    General: Added initial support for BOS squad call ins.
    General: Attempted fix for tamed creatures attacking the Drill Sgt.
    General: Attempted fix for the Drill Sgt being spawned within the castle walls.
    General: Moved Squad upgrades to their own filter under the Chemlab (Minutemen Squad Upgrades)
    General: Added Field Craft upgrades(Minutemen Squad Upgrades) that increase the time squads spend on task in support of the player.
    General: Updated the end of mission message to include a time estimate for when the squad is next available.
    General: Fixed issue that stopped squads from dismissing themselves when the timer was up if the squad leader was dead.
    General: Fixed issue where there were two muffler color slots for the minutemen scarf.
    General: Tweaks to leveled lists for various characters
    General: Script tweaks to fix non spawning Medic upgrade
    General: Fixed issue where the crafted Squad size upgrades weren't giving the correct perks
    General: Added two new Gunner call ins. Exiles and Veterans. Rebalance caps cost of all Gunner call ins.
    General: With permission from CDante integrated parts of All Colour Camos for use with the new Gunner call in squads.

    Custom: Created specialist NPCs for extra weapon configs (LMGs / DMRs - Currently only on Infantry and Recon squads)
    Custom: Added black variant of Beret Crest badge for use by Elite and Commando forces.
    Custom: Added boonie hats and protec helmets from v2.2 of Patches Addon to the LL.
    Custom: Fixed issue that caused desert helmet covers to spawn in the Commonwealth
    Custom: Updated Heavy Civ attire to have tactical rig armor if that gear setup is selected.
    Custom: Fixed issue with Infantry weapons LL that allowed them to spawn with silenced combat rifles.
    Custom: Updated infantry Desert uniform colour modcol to more likely spawn with the tan uniform.

    Horizon Patches: Fixed issue that caused reinforcements to spawn without weapons.
    Horizon Patches: Moved Squad upgrades to their own filter under the Tech lab workbench (Minutemen Squad Upgrades)
    Custom Horizon: Fixed oversight that left the Cavalry Sword craftable in the Chemlab and not the Tech Lab.
    Custom Horizon: Fixed issue that potentially stopped squads from spawning in Nukaworld

    Custom Extra Horizon: Added Settler weapon versions to easily equip guards.
    Custom Extra Horizon: Updated Minutemen specific Service Rifle stats for better integration and balance

    Previous Changelogs:
    Spoiler:  
    Show

    *** Version 3.1.0 Changelog ***
    Update released 2 May 21


    General: Overhauled reinforcement NPC stats to give better variety across the different squad types. They now better scale with the player.
    Custom: Implemented Cavalry Sword, Battle Belt and Sword sheath into the leveled lists from Patches Addon v2.1.
    Custom: Minor tweaks to Patches Addon content for smoother compatibility.

    *** Version 3.0.0 Changelog ***
    Update released 11 Apr 21

    Large update restructuring the organisation of the mod and making various changes to leveled lists and game mechanics.

    Full Changelog within spoiler
    Spoiler:  
    Show
    General: Restructured mod plugin structure to be modular with plugins marked as light
    General: Various scripting updates in an attempt to be more efficient
    General: Created new FOMOD installer to streamline the mod, bringing all editions into one download
    General: Added mod page articles with details on the different mod editions and Squad types
    General: Added the Master Drill Sergeant unique character to manage and distribute the training manual system
    General: Added a miscellaneous quest to inform the player of when new training manuals are available to collect from the Master Drill Sgt
    General: Added a craftable only settings holotape with basic admin functions and for future update support
    General: Updated the Militia Armour LL to include a new Minutemen Body Armour
    General: Added Minutemen Body Armour as a reskinned version of the Vault-Tec Security Armour
    General: Revamped the spawning mechanics for Squads, this enables them to be called in Nuka-World and Far Harbor
    General: Added cooldowns for each Squad after they have been dimissed or finish their task (default time for all is currently 12hrs ingame time)
    General: Added menu buttons for Squads that are unavailable either due to cooldown or not yet unlocked
    General: Fixed issue that prevented players from accessing the Orders or Status menu when indoors

    Base: Changed Militia call in to be from FO4 Minutemen LLs. This should allow compatibility with other Minutemen mods.
    Base: Changed the Infantry Squad call in to use the 'Militia' LL with Army Fatigues and Leather Armour sets.
    Base: Added a custom Elite call in using LL featuring Army Fatigues and Combat Armour sets.

    Standard: Added Minutemen Recon Squad call in to bridge the gap between Infantry Squads and Elite Squads.

    Custom: Added variable outfits for some Squads based on the environment they are in (example: Infantry wear desert colours if called in NukaWorld)
    Custom: Tweaked all Minutemen LL for weapons and uniforms, further adding to the character of each Squad type

    Custom Extra: Tweaked all Minutemen LL for weapons and uniforms, further adding to the character of each Squad type.
    Custom Extra: Added variable Ghillie Suit outfits for SF and Sniper units (use in NukaWorld)
    Custom Extra: Added Service Rifles with polymer furniture to Minutemen Recon Squads
  3. YoshhiiTheKreiger
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    does this still work?
    1. Sars99
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      It should still work with next-gen update. Just ensure if using militarized minutemen and the patches addon that you download the right files.
  4. JarrenBlake
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    I have Militarized Minutemen but did not install the Loose files version as I am using Vortex and the author of that Mod makes it clear to not use Loose files with Vortex. In that case should I just use the Basic version of this Mod. Will that cause any issues? Or would I just miss out on features/integration?
    1. Sars99
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      You can use loose files with Vortex, I did for years. You could just use the basic version as an alternative, there's less squad type options but the core principle of the mod is the same.
  5. Erks89
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    Why do they arrive naked except the militia who come with clothes 
    1. Sars99
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      Sounds like a load prefer problem or you didn’t grab the merged plugin from patches adding with the loose files. Have a read of the article on installation 
  6. BSteezy
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    Love the idea of this mod, but I'm not into Militarized Minutemen.  I'm fine with the simple outfit changes available with We Are the Minutemen, and prefer keeping my Minutemen looking visually distinct from  the Gunners and Raiders, and identifiable from a distance.  Any chance you would do a WATM-compatible version that doesn't require Militarized Minutemen or the other mod requirements?   

    If not, I might be willing to take a stab at it...if you would be kind enough to make yourself available should I have questions about which outfit records would need to be repointed from MM to WATM, etc.  
  7. TerrorOnes
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    hi is possible to edit the gunner caps cost in fo4edit? if so how? its for personal use
  8. BobFnord
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    I am loving this mod so much, and now I'm cursing myself for not finding it sooner. It meshes perfectly with the Militarised MM experience, and does it without sacrificing any realism, arguably greatly enhancing it.
    1. Sars99
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      I'm glad you enjoy it. This was my first mod and something that I really wanted for myself to make the most of the themed uniforms introduced with Militarized Minutemen.
  9. nedned123
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    where the radio ? i dont see it in my inventory. how you call the reinforcement 
  10. Drivinghard
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    everything 'ELSE' looks, reads, sounds fantastic..
    but please tell me what specifically will happen TO these poor AI's that want to live when the squads are 'Dismissed?'

    I don't suppose they return to base and Sandbox around at all do they?
    1. Sars99
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      They do not, as eventually if you played long enough you’d have hundreds knocking about lagging your game. 

      they unload after a time once the player is far enough away and the cell they reside in unloads. 
    2. Drivinghard
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      thanks :)
  11. Shella45
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    if you can let your squad mod deal radiant settlement quest, i'll sold to download them
    1. SmithWind
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      https://www.nexusmods.com/fallout4/mods/44355
    2. Shella45
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      already have, didnt cover DLC and robot attack :(
  12. tarkh23
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    Hello... I m a little late to the party!
    Great mod really liking it.
    I installed the Basic version since I do not use M.MM
    Altho The Drill Sargent doesn't seem to spawn on my game! It's been a few days since i did old guns and still nothing!

    Do you know if i add him manually by using player.placeatme progresses the Iden quest?
    I tried and his Seller inventory was empty, so i rolled back the save and been waiting.
    1. tarkh23
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      Or should I try adding the quest to myself? (wonders if that's possible - didn't found the command)

      Anyway gonna wait a few see if it adveances
    2. Sars99
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      There's no such thing as adding the quest to yourself. Using placeatme may have just spawned another Drill Sgt which will likely break things.

      Another point to note for the timer that delays his spawn. It's random between 12 and 48 in game hours. You can easily cheese it by sleeping or waiting for 24 hours at a time.

      Some other diagnostic console commands to use would be:

      sqv rradio_controllerquest
      sqv rradio_drillsgt_manager - from this one find the drillsgt reference and use the moveto command instead of placeatme
      sqv rradio_miscst_drillsgt
    3. tarkh23
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      Unsure on whats the issue
    4. Sars99
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      Also do sqv Min03

      From what I can see the Drill Sgt manager quest never started. Which is odd, suggests either Old Guns failed to complete properly or an alias refused to fill for whatever reason and thus the quest didn't start.
    5. tarkh23
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      Gave me a bunch of info will post it shortly, I m assuming is due to either a mod proly changing the quest somehow or something else.

      I finished Old guns without issues so ya ...
    6. Pesonenn
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      Hello! I have this same problem and I figured out that Simple Artillery mod most likely brakes "Old Guns" quest and it doesn't complete as it should at the background. I have completed it and I can use artillery normally (using your Call In Firesupport mod).

      I've been using this mod before without any problems. The Drill Sergeant does not spawn and I can only call in militia and gunners.

      Question is that is there any way to manually open other unit types for call in? And by this I mean using console. Unfortunately this is only chance for me during this playthrough.

      Thank you in advance!
    7. Sars99
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      Pesonnen, How long have you waited for the Drill Sgt? The timer is random for him to spawn. 

      Do you have any mods that change the castle at all?

      you could type help rradio 4 misc into the console. Then player.additem the training manuals you want. 

      You’d have to check but there may be a console command to complete a quest. Or you got force old guns to the end stage. 
    8. Pesonenn
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      I've been waiting couple of weeks in-game time now. During my last playthroughs it only took about couple of days for him to appear.

      I don't have any mods that change the castle. I have completed Old Guns quest completely, but I think Simple Artillery Strikes breakes it somehow, so your mod does not detect it as completed.

      "help rradio 4 misc" is what I was looking for! I manually added training magazines, so I can call also other units now. Thank you so much for this!! :)

      Now I'm only missing Drill Sergeant at the Castle but I can live with it. :D